/*
* Copyright (c) 2006-2007 Erin Catto http:
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked, and must not be
* misrepresented the original software.
* 3. This notice may not be removed or altered from any source distribution.
*
* Converted for The Render Engine v2.0
* Aug. 4, 2010 Brett Fattori
*/

Engine.include("/physics/common/b2Settings.js");
Engine.include("/physics/common/math/b2Math.js");
Engine.include("/physics/common/math/b2Vec2.js");

Engine.include("/physics/collision/b2Manifold.js");
Engine.include("/physics/collision/b2Collision.js");

Engine.include("/physics/dynamics/b2World.js");
Engine.include("/physics/dynamics/contacts/b2Contact.js");
Engine.include("/physics/dynamics/contacts/b2ContactNode.js");


Engine.initObject("b2CircleContact", "b2Contact", function() {

   var b2CircleContact = b2Contact.extend({

      m_manifold: null,

      constructor: function(s1, s2) {
         // The constructor for b2Contact
         // initialize instance variables for references
         this.m_node1 = new b2ContactNode();
         this.m_node2 = new b2ContactNode();
         //
         this.m_flags = 0;

         if (!s1 || !s2){
            this.m_shape1 = null;
            this.m_shape2 = null;
            return;
         }

         this.m_shape1 = s1;
         this.m_shape2 = s2;

         this.m_manifoldCount = 0;

         this.m_friction = Math.sqrt(this.m_shape1.m_friction * this.m_shape2.m_friction);
         this.m_restitution = b2Math.b2Max(this.m_shape1.m_restitution, this.m_shape2.m_restitution);

         this.m_prev = null;
         this.m_next = null;

         this.m_node1.contact = null;
         this.m_node1.prev = null;
         this.m_node1.next = null;
         this.m_node1.other = null;

         this.m_node2.contact = null;
         this.m_node2.prev = null;
         this.m_node2.next = null;
         this.m_node2.other = null;
         //

         // initialize instance variables for references
         this.m_manifold = [new b2Manifold()];
         //

         //super(shape1, shape2);

         //b2Settings.b2Assert(this.m_shape1.m_type == b2Shape.e_circleShape);
         //b2Settings.b2Assert(this.m_shape2.m_type == b2Shape.e_circleShape);
         this.m_manifold[0].pointCount = 0;
         this.m_manifold[0].points[0].normalImpulse = 0.0;
         this.m_manifold[0].points[0].tangentImpulse = 0.0;
         
      },
      
      Evaluate: function() {
         b2Collision.b2CollideCircle(this.m_manifold[0], this.m_shape1, this.m_shape2, false);

         if (this.m_manifold[0].pointCount > 0)
         {
            this.m_manifoldCount = 1;
         }
         else
         {
            this.m_manifoldCount = 0;
         }
      },

      GetManifolds: function()
      {
         return this.m_manifold;
      }
      
      
   }, {
      
      Create: function(shape1, shape2, allocator) {
         return new b2CircleContact(shape1, shape2);
      },
      
      Destroy: function(contact, allocator) {
      }
      
   });
   
   return b2CircleContact;


});
